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The Arena / Re: Saga Edition Revived Build Contest #4: Naval Personnel
« Last post by lil_literalist on July 10, 2025, 12:55:41 am »
For my first vote, I'm picking Flakes's Wedge Antilles build. I think it's a decent progression from a mid-level build to one of the upper tiers. It relies on the Education destiny to make up for the slightly haphazard nature of the build (as opposed to a pilot who is purely focused on starfighter combat from level 1), but I don't mind it. I also appreciate some of the nods to the Legends lore.

My second vote was a toss-up between the StevenO's Trandoshan Chief Security Officer and sienn_sconn's Capital Ship Captain. I really like the fully fleshed out nature of the Trandoshan, but I think I favor the immense practicality of the Capital Ship Captain. It's something which I could easily picture pulling up in a pinch and using. The abilities are fairly similar to what I might expect on a PC build, meaning that it's not a pushover, which is an issue for a lot of official NPC builds. Plus, it really embodies the spirit of the contest well.

For the next contest, I'll submit Combat Techs. These are builds which fit one of the (admittedly limited) flavors of sci-fi technicians, while also being a valuable person to have on your side in a combat scenario.

EDIT: I'm going to change my suggestion of the next contest to Dark Siders.
42
The Arena / Re: Saga Edition Revived Build Contest #4: Naval Personnel
« Last post by chellewalker on July 07, 2025, 10:49:15 am »
I'm going to give my two votes to StevenO's Koridan build, which I think has the most personality of the contest entries, and Flakes' Project Shantipole Technician build since I think it's a neat little spotlight on the B-Wing project. For the next build contest, I'm going to suggest the them of IDEALISTS AND REVOLUTIONARIES.
43
The Arena / Re: Saga Edition Revived Build Contest #4: Naval Personnel
« Last post by chellewalker on July 04, 2025, 08:28:05 pm »
Alright, contest entries are now closed. As a reminder, voting is open for one week (ending on the 11th of July in this case), and you can vote for two different builds (that aren't your own) and also a suggestion for the theme of the next build contest.
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The Arena / Re: Saga Edition Revived Build Contest #4: Naval Personnel
« Last post by chellewalker on July 04, 2025, 09:19:49 am »
Operating out of the Bajic Sector, Tenloss Pirates are armed with all the contraband their syndicate has available, making them an especially irritating group to those unable to prevent their boarding. Armed with disruptor weapons and advanced vibroblades, these agents of Tenloss make quick work of any corporate shipping vessels trying to muscle in on The Tenloss Corporation's monopoly of the region.

In combat, Tenloss Pirates vary between equipping themselves with both of their Disruptor Pistols (allowing them to fire every turn), or exchange one for their Vibrorapier to be ready to strike in melee or at range. With their Opportunistic Strike, they can quickly gang up on opponents that trigger any Attacks of Opportunity. And between their Fleet-Footed and Rebel Military Training Feats, Tenloss Pirates can move across the battlefield with ease, while locking down their enemies with their Adhesive Grenade if need be.

Tenloss Pirate (CL 3)

Medium Human Nonheroic 8/Scoundrel 1
Force 1; Dark Side 4
Init +11; Senses Perception +4
Languages Basic
Defenses Ref 15 (flat-footed 13), Fort 11, Will 12; Rebel Military Training
hp 29; Threshold 11
Speed 6 squares; Fleet-Footed
Melee unarmed +6 (1d4+1)
Melee vibrorapier +6 (2d6+1)
Ranged disruptor pistol +8 (3d6)
Ranged disruptor pistol -2 (3d6) and disruptor pistol -2 (3d6)
Ranged adhesive grenade +8 (2-square burst)
Base Atk +6; Grp +8
Attack Options Combat ReflexesH, Opportunistic Strike, Point-Blank Shot
Special Actions Quick Draw
Abilities Str 13, Dex 14, Con 11, Int 10, Wis 10, Cha 12
Talents Opportunistic Strike
Feats Combat ReflexesH, Fleet-Footed, Point-Blank Shot, Quick Draw, Rebel Military Training, Running Attack, Weapon Proficiency (advanced melee weapons, pistols, simple weapons)
Skills Initiative +11, Pilot +11H
Possessions disruptor pistol (2), vibrorapier, adhesive grenade, bandolier, holster (hip), mesh tape, visual wrist comm
H- Human bonus Feat or Trained Skill
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The Arena / Re: Saga Edition Revived Build Contest #4: Naval Personnel
« Last post by lil_literalist on July 04, 2025, 12:30:35 am »
EDIT: I just realized that this build is disqualified because it doesn't meet the point buy requirements. And I guess you could say it's more than one build? Although it's kinda showing a progression, like the Wedge one.

This is a bit of an odd build, because it's more of an expansion of an existing table. For Crew Quality, you're given a few modifiers for Untrained, Trained, Skilled, Expert, and Ace crew members. But what if you wanted them to be a little bit more fleshed out? What if they had feats to match the PCs? This series of stat blocks is an attempt to produce those sorts of enemies. These stat blocks are not 100% complete, because it's not possible to build an NPC with +5 to every single skill, for example. So you would just need to designate whatever relevant skills they have as Trained.

These stat blocks have been given free maneuvers according to page 29 of Starships of the Galaxy.

Untrained Crew CL 0
Medium Human nonheroic 1
Initiative: +0; Senses: Perception +0
Languages: Basic

Reflex Defense: 10 (Flat-Footed: 10), Fortitude Defense: 10, Will Defense: 10
Hit Points: 2, Damage Threshold: 10

Speed: 6 Squares
Melee: Unarmed +0 (1d4)
Ranged: Blaster Pistol -5 (3d6)
Base Attack Bonus: +0, Grapple: +0
Special Actions:

Abilities: Strength 10, Dexterity 10, Constitution 10, Intelligence 10, Wisdom 10, Charisma 10
Feats: (nothing useful)
Skills: +0
Possessions: Blaster Pistol, Flight Suit

These guys suck. They're completely bland, and pretty much braindead civilians who exist to be trampled over by low-level heroes.


Trained Crew CL 0
Medium Human nonheroic 1
Initiative: +5; Senses: Perception +5
Languages: Basic

Reflex Defense: 10 (Flat-Footed: 10), Fortitude Defense: 11, Will Defense: 10
Hit Points: 2, Damage Threshold: 11

Speed: 6 Squares
Melee: Unarmed +0 (1d4)
Ranged: Blaster Pistol +0 (3d6)
Base Attack Bonus: +0, Grapple: +0
Special Actions:

Abilities: Strength 10, Dexterity 10, Constitution 10, Intelligence 10, Wisdom 10, Charisma 10
Feats: Armor Proficiency (Light), Weapon Proficiency (Heavy Weapons), Weapon Proficiency (Pistols)
Skills: +5
Possessions: Blaster Pistol, Flight Suit
H Human-granted skill and feat.

These crew members also suck, but at least they're trained in the relevant skill and proficient in the weapon they're using.


Skilled Crew CL 1
Medium Human nonheroic 3
Initiative: +6; Senses: Perception +6
Languages: Basic

Reflex Defense: 10 (Flat-Footed: 10), Fortitude Defense: 11, Will Defense: 10
Hit Points: 7, Damage Threshold: 11

Speed: 6 Squares
Melee: Unarmed +2 (1d4)
Ranged: Blaster Pistol +2 (3d6)
Base Attack Bonus: +2, Grapple: +2
Starship Maneuvers: 1
Special Actions: Point-Blank Shot, Precise Shot, Vehicular Combat

Abilities: Strength 10, Dexterity 10, Constitution 10, Intelligence 10, Wisdom 10, Charisma 10
Feats: Armor Proficiency (Light), Point-Blank Shot, HPrecise Shot, Vehicular Combat, Weapon Proficiency (Heavy Weapons), Weapon Proficiency (Pistols)
Skills: +6
Possessions: Blaster Pistol, Flight Suit
H Human-granted skill and feat. (As far as what should be removed if Human is changed)

This is where you start getting some actual competency. Not as much because their numbers rise, but because their feats are becoming more useful, particularly Vehicular Combat.


Expert Crew CL 2
Medium Human nonheroic 7
Initiative: +8; Senses: Perception +8
Languages: Basic

Reflex Defense: 13 (Flat-Footed: 13), Fortitude Defense: 11, Will Defense: 10; Dodge
Hit Points: 17, Damage Threshold: 11

Speed: 6 Squares
Melee: Unarmed +5 (1d4)
Ranged: Heavy Blaster Pistol +5 (3d8)
Base Attack Bonus: +5, Grapple: +5
Starship Maneuvers: 2
Special Actions: Dodge, Point-Blank Shot, Precise Shot, Vehicular Combat

Abilities: Strength 10, Dexterity 11, Constitution 10, Intelligence 10, Wisdom 10, Charisma 10
Feats: Armor Proficiency (Light), HDodge, Point-Blank Shot, Precise Shot, Vehicular Combat, Weapon Proficiency (Heavy Weapons), Weapon Proficiency (Pistols)
Skills: +8
Possessions: Heavy Blaster Pistol, Padded Flight Suit
H Human-granted skill and feat.

It's a bit hard to believe, looking at this stat block, that these pilots are supposed to be Experts. But the crew quality table itself doesn't prevent very impressive stats, even compared with first-level PC pilots.


Ace Crew CL 4
Medium Human nonheroic 14
Initiative: +12; Senses: Perception +12
Languages: Basic

Reflex Defense: 13 (Flat-Footed: 13), Fortitude Defense: 11, Will Defense: 10; Dodge
Hit Points: 35, Damage Threshold: 11

Speed: 6 Squares
Melee: Unarmed +10 (1d4)
Ranged: Heavy Blaster Pistol +10 (3d8)
Base Attack Bonus: +10, Grapple: +10
Starship Maneuvers: 4
Special Actions: Coordinated Attack, Dodge, Point-Blank Shot, Precise Shot, Rapid Shot, Vehicular Combat

Abilities: Strength 10, Dexterity 11, Constitution 10, Intelligence 11, Wisdom 11, Charisma 10
Feats: Armor Proficiency (Light), HCoordinated Attack, Dodge, Point-Blank Shot, Precise Shot, Rapid Shot, Vehicular Combat, Weapon Proficiency (Heavy Weapons), Weapon Proficiency (Pistols)
Skills: +12
Possessions: Heavy Blaster Pistol, Padded Flight Suit
H Human-granted skill and feat.

These guys are certainly not here because of natural talent. They have become decent because of a lifetime of hard work. They are nonheroics, through and through! The guys who have been around for awhile and gotten promoted, simply because they haven't died yet.
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The Arena / Re: Saga Edition Revived Build Contest #4: Naval Personnel
« Last post by lil_literalist on July 03, 2025, 10:41:17 pm »
Radar Technician
Some of the humble servicepeople of the navy, these people keep the ship in working order, doing repairs as needed and responding to the sites of any malfunctions.

Radar Technician CL 2
Medium Human nonheroic 4
Initiative: +8; Senses: Perception +8
Languages: Basic, Binary, Military Sign

Reflex Defense: 11 (Flat-Footed: 10), Fortitude Defense: 11, Will Defense: 11
Hit Points: 14, Damage Threshold: 11

Speed: 6 Squares
Melee: Unarmed +4 (1d4+1)
Melee: Wrench +4 (1d6+1)
Base Attack Bonus: +3, Grapple: +4

Abilities: Strength 12, Dexterity 13, Constitution 12, Intelligence 15, Wisdom 13, Charisma 10
Feats: Gearhead, Skill Training (Initiative), Skill Training (Knowledge (Technology)), HSkill Focus (Knowledge (Technology)), Technical Experts, Weapon Proficiency (Simple)
Skills: HEndurance +8, Initiative +8, Knowledge (Technology) +9, Mechanics +12 (+1 for each ally with Technical Experts feat within 12 squares, up to +16), Perception +8, Use Computer +9
Possessions: Wrench (as Club), Utility Belt, Mesh Tape
H Human-granted skill and feat.


Alternate version
This one is kinda a joke, but... Ok, it's 100% a joke, and I didn't feel like making a high-level Force user for the "not undercover" part.

Matt the Radar Technician CL 2
Medium Human nonheroic 3/Jedi 1
Force Points: 1; Dark Side Score: 8
Initiative: +3; Senses: Perception +7
Languages: Basic, Binary

Reflex Defense: 12 (Flat-Footed: 12), Fortitude Defense: 13, Will Defense: 12
Hit Points: 17, Damage Threshold: 13

Speed: 6 Squares
Melee: Unarmed +7 (1d4+4)
Melee: Wrench +7 (1d6+4)
Melee: Kylo Ren's Lightsaber +7 (2d8+8)
Base Attack Bonus: +3, Grapple: +4
Special Actions: Adept Negotiator

Abilities: Strength 18, Dexterity 12, Constitution 14, Intelligence 12, Wisdom 10, Charisma 8
Talents: Adept Negotiator
Feats: Skill Training (Mechanics), Skill Training (Use Computer), Weapon Proficiency (Lightsabers), Weapon Proficiency (Simple)
Skills: Deception +6, Mechanics +8, Perception +7, Use Computer +8
Possessions: Utility Belt, Kylo Ren's Lightsaber (as Crossguard Lightsaber)

https://www.youtube.com/watch?v=FaOSCASqLsE
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The Arena / Re: Saga Edition Revived Build Contest #4: Naval Personnel
« Last post by Flakes on July 03, 2025, 12:34:51 am »
For entry #2 I went simple and specialized, like insects should be. This is a Verpine tech from the B-Wing design team. They design and build starfighters, they check the prototypes for flaws, they talk amongst themselves as a hive on how best to improve the project. Not much this build can do in combat other than use skills to help the ship and Vehicle Systems Expertise. (Edited to correct the number of skills and feats.)


Project Shantipole Technician    (CL 2)

Medium Verpine Non-heroic 6

Initiative: +3; Senses: Perception +8

Languages: Basic, Binary, Sullustese, Verpine; Hive Mind

Defenses
Reflex Defense: 11 (Flat-Footed: 11), Fortitude Defense: 10, Will Defense: 10

Hit Points: 15, Damage Threshold: 10

Offense

Speed: 6 Squares

Melee: Unarmed +3 (1d4-1; minimum 1)

Ranged: By Weapon +4

Base Attack Bonus: +4, Grapple: +4

Species Traits (Verpine): Heightened Awareness, Hive Mind, Natural Armor (+1)

Base Stats

Abilities: Strength 9, Dexterity 10, Constitution 10, Intelligence 16, Wisdom 10, Charisma 8

Feats: Skill Focus (Knowledge (Technology)), Skill Focus (Mechanics), Skill Training (Perception), Starship Designer, Tech Specialist, Vehicle Systems Expertise

Skills: Mechanics +16, Knowledge (Technology) +16, Knowledge (Physical Sciences) +11, Perception +8 (may reroll, must take second result), Use Computer +11

Possessions: Datapad, Tool Kit
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The Arena / Re: Saga Edition Revived Build Contest #4: Naval Personnel
« Last post by Flakes on July 03, 2025, 12:07:46 am »
My first entry will be an old-school look at a high-level character at various levels on their journey. This is slightly tweaked from a version I shared on the Saga Edition Discord for anyone who remembers that one. The tweaks are partly substantive and partly fixing math errors. Commentary with mild spoilers from Expanded Universe (Legends) books is also included.

Talents/feats are meant to be in order they were taken to capture the development over high levels. There's also a way to do this with the Corellia Background but I wanted to go full hero with Destiny.



Commander Wedge Antilles (3 ABY, before Battle of Hoth) (CL 6)


Medium Human Noble 2/Scoundrel 2/Soldier 2

Destiny Points: 1; Force Points: 3; Dark Side Score: 3

Initiative: +11; Senses: Perception +10

Languages: Basic, Bocce, Drallish, Mandaba, Old Corellian, Shyriiwook (understand only)

Defenses
Reflex Defense: 21 (Flat-Footed: 18), Fortitude Defense: 19, Will Defense: 20; Labyrinthine Mind, Vehicular Combat

Hit Points: 39, Damage Threshold: 19

Offense

Speed: 6 squares

Melee: Unarmed +4 (1d4+3)

Ranged: By Weapon +7

Base Attack Bonus: +4, Grapple +7

Attack Options: Burst Fire, Point-Blank Shot, Precise Shot

Special Actions: Born Leader, Draw Fire

Starship Maneuvers Suite (Pilot +16): Angle Deflector Shields, Corellian Slip, Evasive Action, Intercept, Snap Roll (3), Target Lock, Wotan Weave

Base Stats

Abilities: Strength 10, Dexterity 16, Constitution 10, Intelligence 15, Wisdom 14, Charisma 12

Talents: Born Leader, Labyrinthine Mind, Draw Fire

Feats: Linguist, Weapon Proficiency (Pistols), Weapon Proficiency (Simple), Vehicular Combat, Starship Tactics (3), Skill Focus (Pilot), Point-Blank Shot, Precise Shot, Weapon Proficiency (Rifles), Burst Fire

Skills: Deception +9, Initiative +11, Knowledge (Tactics) +10, Mechanics +10, Perception +10, Persuasion +10, Pilot +16, Ride +11, Use Computer +10

Possessions: Flight Suit (+1 Fortitude), Blaster Pistol, Datapad, Utility Belt

Destinies completed: Rescue

Design Notes:

Before he became a famed fighter ace, Wedge grew up in orbit of Corellia, rubbing elbows with all sorts of spacers, including the smuggler Booster Terrik. He was exposed to starships at an early age but had other passions like architecture. His loving parents arranged for him to get an education at an agricultural school planetside, which would have broadened his horizons (and given him the all-important ride skill as described in Wookieepedia). As a young adult, his parents are killed by the actions of pirates fleeing the authorities. Wedge leads Booster’s crew on a raid to avenge them, and destroys the pirate ship with a borrowed Z-95 Headhunter, showing early aptitude for space combat. He then uses the insurance and bounty money to buy a small freighter, trying his hand as a legitimate cargo hauler. He meets some Rebels and even falls in love with the daughter of one. When the Empire kills her the desire to strike back drives him into smuggling for the rebellion and later more formal service as an X-Wing pilot. By the leadup to Yavin he leads small fighter missions (see X-Wing Rogue Squadron ½ for him giving orders to Biggs and Porkins). By the time the Rebels establish Echo Base on Hoth, he is a decorated veteran and has been promoted to Commander (some sources call him a captain). He leads Rogue Squadron when Commander Skywalker is off Jedi training or doing other Main Character business.

It’s difficult to capture all that a character featured in so many books and comics does in a stat block, and SWSE’s mechanics are not always a perfect correspondence for how any film/book character develops, but damned if I won’t try to get close. I started him at a typical 25 point buy instead of the ridiculously low buy the RECG gave him. Nothing overpowered but certainly a heroic character. As always class =/= concept, so I started him in noble to capture all of the skills he uses later in his career as well as the more technical abilities. His Linguist languages are for the most part native to the Corellian system. Multiclassing allows him to get trained in mechanics by level 4 as he’d want to be keeping his freighter repaired (and he’ll get stealth by 8 to help with all those covert Wraith Squadron missions). Of course he has plenty of bells and whistles for space combat. He fulfills the Rescue destiny by shooting down the TIE Fighter that Luke can’t shake at Yavin, boosting INT and DEX. Born leader allows him to assist allies easily, and Draw Fire expands on the wingman concept. Because there is mention in later stories of him being resistant to the Force, even shaking off Sith mind control magic in Requiem for a Rogue, I gave him Labyrinthine Mind, which also lets him ignore more common mind-altering effects.

---

“Lieutenant Kettch” (7 ABY, as of Battle of Kuat) (CL 13)


Medium Human Noble 2/Scoundrel 3/Soldier 2/Ace Pilot 5/Officer 1

Destiny Points: 2; Force Points: 5; Dark Side Score: 1

Initiative: +14; Senses: Perception +13

Languages: Basic, Bocce, Drallish, Mandaba, Mon Calamarian, Old Corellian, Shyriiwook (understand only), Sullustese

Defenses
Reflex Defense: 30 (Flat-Footed: 27), Fortitude Defense: 26, Will Defense: 29; Labyrinthine Mind, Vehicular Combat, Vehicular Evasion, Juke, Vehicle Dodge (+2)

Hit Points: 70, Damage Threshold: 26

Offense

Speed: 6 squares

Melee: Unarmed +9 (1d4+6)

Ranged: By Weapon +12

Note: Additional +2 with starfighter vehicle weapons (Vehicle Focus); reroll vehicle weapon attack 1/encounter (Gunnery Specialist)

Base Attack Bonus: +9, Grapple +12

Attack Options: Burst Fire, Point-Blank Shot, Precise Shot

Special Actions: Born Leader, Draw Fire, Hyperdriven, Vehicle Focus (Starfighters), Gunnery Specialist

Starship Maneuvers Suite (Pilot +24): Angle Deflector Shields, Corellian Slip, Evasive Action, Intercept, Snap Roll (3), Target Lock, Wotan Weave

Base Stats

Abilities: Strength 11, Dexterity 16, Constitution 10, Intelligence 16, Wisdom 15, Charisma 13

Talents: Born Leader, Labyrinthine Mind, Draw Fire, Hyperdriven, Vehicular Evasion, Vehicle Focus, Juke, Assault Tactics

Feats: Linguist, Weapon Proficiency (Pistols), Weapon Proficiency (Simple), Vehicular Combat, Starship Tactics (3), Skill Focus (Pilot), Point-Blank Shot, Precise Shot, Weapon Proficiency (Rifles), Burst Fire, Skill Focus (Persuasion), Gunnery Specialist

Skills: Deception +12, Initiative +14, Knowledge (Tactics) +14, Mechanics +14, Perception +13, Persuasion +12, Pilot +24 (may always take 10 piloting starfighters), Ride +14, Stealth +19, Use Computer +14

Possessions: Light-absorbing (shadowskin) Flight Suit (+1 Fortitude, +5 Stealth), Blaster Pistol, Comlink (short-range, encrypted), Stuffed Ewok Toy with Ewok-sized Flight Suit

Destinies completed: Rescue, Education

Design Notes:

Here we have Wedge in the middle of the Zsinj Campaign described in Aaron Allston’s Iron Fist. The origin of the “Lieutenant Kettch” callsign and the special equipment are also described in that book, or can be read on Wookieepedia.

https://starwars.fandom.com/wiki/Kettch

Wedge has leveled up considerably from playing key roles at the Battles of Hoth and Endor, followed a few years later by the liberation of Coruscant and Thyferra. He has plenty of Ace Pilot tricks to pull, and is starting down the Officer path. Gunnery Specialist rather than HW proficiency seemed appropriate for someone who can certainly use all manner of vehicle and starship weapons (in at least one book he personally fires a cruiser's batteries) but is never depicted using heavy infantry blasters in ground engagements.

In this period, Wedge leads Rogue Squadron through heavy action. The Rogues are later joined by Wraith Squadrons. He pulls off many commando raids and unconventional fighter missions with the Wraiths, who use stealth and subterfuge as often as firepower. Training these elite units fulfills the Education destiny and boosts Wedge’s pilot skill to the level where many call him the best. But Admiral Ackbar sees something more. To him, Commander Antilles is meant to head up greater naval assets than a mere fighter squadron or two. He sees a Born Leader, if you will. Wedge will continue refusing promotions until shortly after the events of the Thrawn trilogy, but in the meantime Ackbar informs him “You are already a general” by virtue of him planning major operations and pioneering new tactics.

Narratively, Wedge wants his squadrons to survive against the odds through their missions by fooling the enemy in addition to superior flying. The more guerilla tactics the better to even the odds. Mechanically, the hope with this build is for Wedge to keep his pilots alive as much as possible with Draw Fire and his abilities to evade hits/damage. Skill focusing his Persuasion (rather than tactics) is aimed at that, as well his ability to get equipment and personnel for his squadrons by convincing superiors in the military that he has the right plan. Wraith Squadron, for example, is formed by convincing Ackbar to give X-Wings to a group of rejects from other units. No bureaucracy checks needed. (Wedge is described as shying heavily away from the politics of military leadership.) He gives up some BAB to do everything he does, but that’s the burden of command. In terms of character development, Wedge starts becoming more reflective of the nature of violence and warfare and is able to spend a couple Force Points over the years to drop his Dark Side Score.

---


General Wedge Antilles (27 ABY, as of Battle of Coruscant) (CL 17)

Medium (Middle-aged) Human Noble 2/Scoundrel 3/Soldier 2/Ace Pilot 7/Officer 3

Destiny Points: 2; Force Points: 6; Dark Side Score: 0

Initiative: +14; Senses: Perception +13

Languages: Basic, Bocce, Drallish, Mandaba, Mon Calamarian, Old Corellian, Shyriiwook (understand only), Sullustese

Defenses
Reflex Defense: 33 (Flat-Footed: 31), Fortitude Defense: 29, Will Defense: 34; Labyrinthine Mind, Vehicular Combat, Vehicular Evasion, Juke, Vehicle Dodge (+3), Command Cover (+1)

Hit Points: 88, Damage Threshold: 29

Offense

Speed: 6 squares

Melee: Unarmed +13 (1d4+8)

Ranged: By Weapon +15

Note: Additional +2 with starfighter vehicle weapons (Vehicle Focus); reroll vehicle weapon attack 1/encounter (Gunnery Specialist)

Base Attack Bonus: +13, Grapple +15

Attack Options: Burst Fire, Point-Blank Shot, Precise Shot

Special Actions: Born Leader, Draw Fire, Hyperdriven, Vehicle Focus (Starfighters), Assault Tactics, Exploit Weakness, Share Talent (Draw Fire)

Starship Maneuvers Suite (Pilot +25): Ackbar Slash, Angle Deflector Shields, Corellian Slip, Evasive Action, I Have You Now, Intercept, Snap Roll (4), Target Lock, Wotan Weave

Base Stats

Abilities: Strength 10, Dexterity 15, Constitution 10, Intelligence 17, Wisdom 17, Charisma 14

Talents: Born Leader, Labyrinthine Mind, Draw Fire, Hyperdriven, Vehicular Evasion, Vehicle Focus, Juke, Assault Tactics, Squadron Maneuvers (Juke), Exploit Weakness

Feats: Linguist, Weapon Proficiency (Pistols), Weapon Proficiency (Simple), Vehicular Combat, Starship Tactics (3), Skill Focus (Pilot), Point-Blank Shot, Precise Shot, Weapon Proficiency (Rifles), Burst Fire, Skill Focus (Persuasion), Gunnery Specialist, Adaptable Talent (Legendary Commander)

Skills: Deception +15, Initiative +15, Knowledge (Tactics) +16, Mechanics +16, Perception +16, Persuasion +20, Pilot +25 (may always take 10 piloting starfighters), Ride +15, Stealth +15, Use Computer +16

Possessions: New Republic Uniform, Blaster Pistol, Comlink (short-range, encrypted), Datapad, Encrypted War Plans

Destinies completed: Rescue, Education

Design Notes:

Don’t let the rank of General fool you; Wedge is a naval commander by the middle of the Yuuzhan Vong war, routinely leading fleets of capital ships. His tactical abilities are better than ever and his hard-won experience in the cockpit still compensates for the slowing reflexes of age. Wedge spent the last 20 years on a variety of assignments, leading Rogue Squadron at various points but also commanding task forces, construction droids, and even a Super Star Destroyer when the mission calls for it. Adaptable Talent lets him make full use of the biggest ships out there when needed, as the Legendary Commander he is. When he’s with a fighter squadron, they now get the benefits of Juke (I believe they don’t need to meet the prerequisites as long as he does, otherwise the Squadron Maneuver should be for Vehicular Evasion). And his total scoundrel/ace pilot levels are up to 10, for a very nice Hyperdriven bonus in any starship encounter. Wedge has found inner peace with the fact he needs to fight the enemy, whether they’re Imperials or Vong, not as a matter of revenge, but for the lives and freedoms of the galaxy at large. He gives this advice to others in a mentor role in various Allston books, so it felt reasonable to drop his Dark Side to 0.
49
The Arena / Re: Saga Edition Revived Build Contest #4: Naval Personnel
« Last post by StevenO on July 02, 2025, 11:01:34 pm »
E.R.I.C.:  Every regularly included Crewman.

Unspecified species* Nonheroic 7 (CL2 - Expert Vehicle Crew)
STR 12, DEX 10, CON 12, INT 10, WIS 10, CHA 10 (PB15)
Trained Skills:  Pilot +8, Use Computer +8, Mechanics +8
Feats:  Skill Training (Use Computer, Mechanics), WP-Heavy, AP-light, Vehicular Combat, WP-Pistol

Defenses:  REF 10 (ff 10), FORT 11(DT 11), WILL 10
HP 24; Init +3, Perception +3,
Languages:  Basic*
Ranged Attack (Pistol or heavy):  +5 (damage by weapon)
BAB +5, GRAP +6
Special Combat Actions:  Vehicular Combat

Who is Eric?  Eric is a representation of every regularly included crewman in basic codex stats.  More specifically, at this point Eric is an "ELITE" crewman having become a Skilled crewman at 3rd-level where he gained additional training in vehicular combat to expand his possible roles.  His basic training (NH1) includes the basic skills needed for starship operations (Pilot, Use Computer, and Mechanics) plus training on starship weapons.  Training in protective gear (AP-light) can increase is survival chances when donned is an elective as it the later weapon training in small arms (Pistols) that could be utilized to help repel any hostile takeover of the ship; some may elect other feats in place of these but uniform operations does NOT require them to be things that improve actual ship operations.  Certain species may have additional things they bring to the table but again, in the interest of uniformity, they are not mentioned.
50
The Arena / Re: Saga Edition Revived Build Contest #4: Naval Personnel
« Last post by StevenO on July 02, 2025, 10:38:44 pm »
Koridan, Trandoshan Chief Security Officer
Soldier7/Jedi1/EliteTrooper1/Gladiator1/Officer1  (CL11)
STR 18, DEX 14, CON 14, INT 14, WIS 12, CHA 8 (PB28)
Trained Skills:  Pilot +12, Perception +11, Use Computer +12, Mechanics +12, Knowledge (Tactics) +12
Feats:  Toughness, WP (Simple, Pistol, Rifle, AMW`, lightsaber, Heavy), AP (light, medium), Martial Arts I, Point Blank Shot, Improved Damage Threshold, Double Attack-Heavy, Combat Reflexes;
Talents:  Melee Smash, Unrelenting Assault, Armored Defense, Hold the Line*, Indomitable, Improved Armored Defense, MAP (heavy), Stalwart Subordinates (allies w/in 12 sq and LoS and have WILL targeted force enemy to reroll and take lowest)

Equipment: Battle Armor (16 kg, 7000 cr) w/ Vacuum seals (2k, 2kg), Concealed Weapon Mounts (3 mounts 3k) +  Miniaturized Jetpack (15kg, 800)  (Net w/ Jetpack +8 REF, +2 FOR, +2 MAX DEX, 12,800 cr, 33kg); Accurate Lightsaber Pike (4000 credits +2k TS, 2kg)*, Accurate Blaster Cannon w/Extra Power Source (3200cr +2kTS, 18kg), Grenade Launcher (500 cr, 5kg); Grenades: Concussion x3 (8d6 2sq burst), Gas (vs Fort -2 CT w/4sq burst); Merr-Sonn Model 434 w/Rangefinder (850 cr. 1.2kg), Utility Belt (500 cr), Bracer Computer 1300 cr .5kg, Earbud Comlink 200, Binder Cuffs X3 (150 cr,1.5kg), more power packs (x2) 50 cr, 1000 credits left.
 


Defenses:  REF 33 (ff 30), FORT 29 (DT 34), WILL 26
HP 111;  Second Wind 55/+27;  Init +12, Perception +11, Darkvision
Force Points: 11;    Languages:  Basic, Dosh, Huttese, Binary
Melee Attack:  +16 accurate lightsaber pike (2d8+14) Reach 2;  Miss still deals 8 damage via Unrelenting Assault
Ranged Attack:  +14 or +11/+11 armor mount Blaster Cannon (3d12+5) splash 1
Ranged Attack:  +13 or +10/+10 armor mount Grenade Launcher (by grenade +5)
Ranged Attack:  +13 Merr-Sonn pistol (3d8+5)
Unarmed:  +15 (1d6+10); Miss still deals 4 damage via Unrelenting Assault
BAB +11, GRAP +15
Special Combat Options:  PBS, Combat Reflexes (3 AoO) stop opponent's movement, Indomitable, Double Attack-heavy, Delay Damage,

Koridan is the rough and tumble chief security officer who most wouldn't want to mess around with.  He is competent in all of essential ship skills and double-attack (heavy) can really let him put hurt on opposing ships using ship weapons.  When it comes to boarding actions he is very much a force; he used an "acquired" lightsaber Pike (this could be an AMW if there was something that did 2d8 damage with reach) and with Combat Reflexes and Hold the Line can do a very effective job of slowing the progress of anyone who would want to rush by him.  His Officer training helps his allies keep their heads in the game if affected my mind affecting things or similar that target WILL.


Design Notes:  Originally concepted as part of a command crew for a CIS communications frigate that turns pirate/privateer after surviving the shut down order and other events around the time Order 66 was carried out.  The original plan had the starting Soldier feat WP-Rifle replaced with AMW at that time which IICR saved a feat and let me get in most of this in 10th-level.  I played a version of this character in the "War's Inferno" pbp on this site where he successfully held off two higher level Sith Lords with a little bit of help; this was without the Officer level and it's +4 WILL boost which would have been HUGE!  Alternative takes could easily see his species changed.  Maybe shouldn't mix IPs but I do think a bit "Warf" with this character.


edit note: added CL for clarity
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